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ptevis
Moderator
Registered: 12/09/05
Posts: 201

    27/09/05 at 12:45 PMReply with quote#1

In Episode 15, I talked about how an RPG at a convention is basically a single session game played with people you don't know who don't know anything (about the setting or the system). Am I right? Wrong? Insane? I'd love to hear about your experiences.

--Paul



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Paul Tevis
Have Games, Will Travel @ http://www.havegameswilltravel.net
The Voice of the Revolution @ http://www.thevoiceoftherevolution.com
Targetboy
Freshman
Registered: 27/09/05
Posts: 3

    27/09/05 at 04:50 PMReply with quote#2

I used to run GURPS at the Strategicon conventions in LA.  Specifically, I worked with a group of other GMs to run a series called GURPS: Davenford.

I agree that convention games are a completely different animal than your regular campaign.  You have a lot more room to railroad, but you have to be able to make changes on the fly and generally adapt to the group you have playing.

Mike DeSanto
http://www.enter.net/~mdesanto

PS: I wrote a column for RPG.net called "Campaigning at the Con" about the GURPS: Davenford campaign.

ptevis
Moderator
Registered: 12/09/05
Posts: 201

    28/09/05 at 04:45 PMReply with quote#3

Mike,

I think I started coming to the Strategicon conventions right after you stopped running those. That's unfortunate, as I've read about the series since then, and I'd love to have seen it all work.

--Paul


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Paul Tevis
Have Games, Will Travel @ http://www.havegameswilltravel.net
The Voice of the Revolution @ http://www.thevoiceoftherevolution.com
TimWhite
Freshman
Registered: 03/10/05
Posts: 1

    03/10/05 at 05:36 PMReply with quote#4

Hi Paul, been listening with interest to your podcasts.

I wanted to comment on your comments regarding running games at conventions, since not only have I done a lot of that here in Colorado (and at Gen Con years ago), but I've spent a lot of time teaching "GM Bootcamps" to help people with that very topic.

One thing that is important is time. Convention events typically have to end by a specified time, regardless of story progression, and they don’t pick up from the stopping point and continue. Thus it is critical that the GM is keenly aware of timing, which is less critical in home play.

In home play, most people play with people that they already know, and spend some time outside the game with them. In an convention event, every person at the table may be a stranger. This means that you don’t have the advantage of being able plan things ahead to deal with certain personalities. As a GM, it pays to try and get to know your players, even during the course of the round. Also, the scenario may be tuned for the PCs, but it is not tuned for the players. You may need to ajust you game as it plays out to take advantage of the players you have.

We spent a lot of time here in Colorado trying to teach people how to run RPGA "Living" games, since that was what Con Coordinators needed more of (especially after 3e first came out).

Since then, I've pretty much stopped trying to do that (for a lot of reasons), but I do have a basic philosophy about running games at cons that I'd like to share with your listeners.

I'll summarize quickly here, folks can find out more at http://www.rp-artisans.org, where these topics are discussed in-depth in a series of articles.

Here is the basics:

A convention game is the "distilled essence of adventure gaming" - you boil off all the snack breaks, the discussions of people's kids, and the in-depth philosophical discussions between NPCs, and are left with just the most exciting highlights of what might take a home campaign game months to cover.

Becuase of this, it has the opportunity to be a lot more intense than a home campaign, which is what some people love about it, and what the "observer" players aren't so interested in.

After running hundreds of games at conventions over the last 20 years, I've broken down "what makes a good GM at a con" into these 5 principles:

1) Preparation - know the scenario, know the rules, props, arrive on time, bring your own dice, pencils, etc.

2) Positive Energy - Be excited about running the game, create a positive feeling before and after the game, and share your enthusiasm for the game with the players.

3) Fairness - Resolve rules disputes quickly, work to give each player a chance to shine, don't pander to your friends at the table.

4) Focus - Stay focused on the game rather than anecdotes, and keep your players focused.

5) Fun - Remember that this is a game, and the primary goal is fun - if you have to change the game so that the overall experience is more fun, go for it.

I've also found that these apply surprisingly well to good players at conventions as well.

I've also found that some GMs have an overabundance of one of these things, and that (especially if it's Fun or Preparation) is sometimes all you need to have a great GM. But the best I've seen do well in all these categories.

Well, in any case, keep up the 'casting, and enjoy!

Tim White
RP-Artisans.org
wnyrpg
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Sophmore
Registered: 14/10/05
Posts: 10

    14/10/05 at 08:33 PMReply with quote#5

I really enjoyed the advice on GMing at a con. I've GM'd at a con once as a teenager, long time ago. Long, long time ago.

Paul, your show is great. I look forward to each new episode. Definitely a fan, here.
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